quad | Generative art project in Elm | Architecture library
kandi X-RAY | quad Summary
kandi X-RAY | quad Summary
Quad is a generative art experiment based on the idea of subdividing quadrilaterals. It is written in Elm.
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Trending Discussions on quad
QUESTION
I am trying to convert a calculation in matlab to python. This is code in matlab:
...ANSWER
Answered 2022-Mar-08 at 02:03Often when translating MATLAB it's important to get shapes/sizes correct. But when I run your code in Octave I see all variables are (1,1), "scalar". So dimensions shouldn't be an issue.
Let's check function values:
QUESTION
Quick question - title says it all:
In my OpenGL-code (3.3), I'm using the line
...ANSWER
Answered 2022-Feb-14 at 15:34Alpha test is a (since ages deprecated) method to only draw fragments when they match some alpha function. Nowadays this can easily be done inside a shader by just discarding the fragments. Alpha testing in itself is also very limited, because it can only decide to draw a fragment or not.
In general, enabling GL_ALPHA_TEST
without setting a proper glAlphaFunc
will do nothing since the default comparison function is GL_ALWAYS
which means that all fragments will pass the test.
Your code doesn't seem to rely on alpha testing, but on blending (I assume that since you are setting the glBlendFunc
). Somewhere in your code there's probably also a glEnable(GL_BLEND)
.
QUESTION
I'm currently writing a gravity-simulation and I have a small problem displaying the particles with OpenGL.
To get "round" particles, I create a small float-array like this:
...ANSWER
Answered 2022-Jan-19 at 16:51You're in a special case where your fragments are either fully opaque or fully transparent, so it's possible to get depth-testing and blending to work at the same time. The actual problem is, that for depth testing even a fully transparent fragment will store it's depth value. You can prevent the writing by explicitly discarding the fragment in the shader. Something like:
QUESTION
I am new to stackoverflow and also quite new to Python. So, I hope to ask my question in an appropriate manner. I am running a Python code similar to this minimal example with an example function that is a product of a lorentzian with a cosinus that I want to numerically integrate:
...ANSWER
Answered 2022-Jan-10 at 23:10Observations
Close to zero
(1 - cos(w*t)) / w**2
tends to0/0
. We can take the taylor expansion t**2(1/2 - (w*t)**2/24).Going to the infinity the Lorentzian is a constant and the cosine term will cause the output to oscillate indefinitely, the integral can be approximated by multiplying that term by a slowly decreasing term.
You are using a linearly spaced scale with many points. It is easier to visualize with
w
in log scale.
The plot looks like this before damping the cosine term
I introduced two parameters to tune the attenuation of the oscilations
QUESTION
I'm writing my first proper project in python outside of CodeWars katas and problem exercises in my book, and it is designed to calculate the total weekly volume per muscle group of an exercise program.
What I have written is a large dictionary called bodypart
where key
= exercise name (i.e. bench press) and value
= primary muscle group (i.e. chest).
The program then asks users to enter an exercise and number of sets with the following code:
...ANSWER
Answered 2022-Jan-07 at 12:27You can use a dictionary to achieve the behavior you want
Here's a small code snippet -
QUESTION
I have a game written using SDL2, and the SDL2 renderer (hardware accelerated) for drawing. Is there a trick to draw filled quads or triangles?
At the moment I'm filling them by just drawing lots of lines (SDL_Drawlines), but the performance stinks.
I don't want to go into OpenGL.
...ANSWER
Answered 2021-Oct-05 at 09:52Not possible. SDL2 does not include a full-fledged rendering engine.
Some options:
You could adopt Skia (the graphics library used in Chrome, among ohters) and then either stick with a software renderer, or instantiate an OpenGL context and use the hardware backend.
You could use another 2D drawing library such as Raylib
Or just bite the bullet and draw your triangles using OpenGL.
QUESTION
Let's first acknowledge that OpenGL is deprecated by Apple, that the last supported version is 4.1 and that that's a shame but hey, we've got to move forward somehow and Vulkan is the way :trollface: Now that that's out of our systems, let's have a look at this weird bug I found. And let me be clear that I am running this on an Apple Silicon M1, late 2020 MacBook Pro with macOS 11.6. Let's proceed.
I've been following LearnOpenGL and I have published my WiP right here to track my progress. All good until I got to textures. Using one texture was easy enough so I went straight into using more than one, and that's when I got into trouble. As I understand it, the workflow is more or less
- load pixel data in a byte array called
textureData
, plus extra info glGenTextures(1, &textureID)
glBindTexture(GL_TEXTURE_2D, textureID)
- set parameters at will
glTexImage2D(GL_TEXTURE_2D, ... , textureData)
glGenerateMipmap(GL_TEXTURE_2D)
(although this may be optional)
which is what I do around here, and then
glUniform1i(glGetUniformLocation(ID, "textureSampler"), textureID)
- rinse and repeat for the other texture
and then, in the drawing loop, I should have the following:
glUseProgram(shaderID)
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, textureID)
glActiveTexture(GL_TEXTURE1)
glBindTexture(GL_TEXTURE_2D, otherTextureID)
I then prepare my fancy fragment shader as follows:
...ANSWER
Answered 2021-Dec-13 at 19:23Instead of passing a texture handle to glUniform1i(glGetUniformLocation(ID, "textureSampler"), ...)
, you need to pass a texture slot index.
E.g. if you did glActiveTexture(GL_TEXTUREn)
before binding the texture, pass n
.
QUESTION
With f0
and f1
as below,
ANSWER
Answered 2021-Dec-09 at 22:06Here's the best explanation I can come up with.
The compiler can evidently do (at least somewhat) an optimization where code that is common to all branches of the if/else tree can be factored out (hoisted or sunk as appropriate). But in the f0
version, this optimization can't be applied because the "default" case has no code at all, and in particular does not either load or store b
. So the compiler just optimizes the cases individually as best it can, leaving each one as a single RMW add-memory instruction.
In the f1
version, your __builtin_unreachable
has removed the default branch. So now every branch consists, conceptually, of a load of b
, an add of some constant, and a store back to b
. The compiler seems to notice that they all have the store in common, and thus sinks it out - the store instruction appears just once, and every case jumps to it. Unfortunately, this actually results in worse code overall, because now the individual cases can't use the RMW add; they have to do the load and add as separate instructions. Moreover, the cases can no longer just ret
by themselves; they all have to jump to the factored-out store. And the compiler has somehow not realized that the load could be hoisted out, so it is needlessly duplicated across all the cases.
I would guess part of the issue is that the hoisting/sinking is done in a target-independent pass that treats load, add, and store as independent operations. If they remain together, then some later target-specific peephole pass may combine them into the single add-memory instruction; but the earlier pass doesn't seem to consider that leaving them together might be advantageous, and thinks that any hoisting must be good. On a RISC-type load/store machine, where RMW always has to be three instructions, sinking just the store would still be somewhat helpful, maybe, but for x86 it definitely isn't.
So it's maybe two separate missed-optimization problems. The first is not noticing that the load can be hoisted (or maybe noticing but deciding not to do it), and that one seems like a clear bug. The second is not properly evaluating whether sinking the store is worth the cost of the extra jump, and that may be more a matter of applying heuristics that happen to be wrong in this case.
QUESTION
The continuation of my previous question, I am able to find a way to capture a live screen without own window with help of WinRT's Windows.Graphics.Capture. I can concentrate directly on a particular window handle to get live capture. now, the problem with this approach is I am not able to apply pixel shader. The question Applying HLSL Pixel Shaders to Win32 Screen Capture having the same requirement but the answer to that question is not solving my problem.
Code with more information:
...ANSWER
Answered 2021-Sep-22 at 13:38everything was correct except the copy resource call was missing once the new frame arrives.
QUESTION
I understand how to get an array of circles to appear within a given square space, but how do I get them to appear within irregular shaped spaces. I have a parallelogram outlined that defines the boundaries of where I am trying to get the circles to appear, but no idea how to achieve this. Thanks!
Code from p5.js:
...ANSWER
Answered 2021-Nov-15 at 09:34Seems you want to generate small circles in random positions inside parallelogram.
Take two vectors of parallelogram sides, and generate random points using linear combination of these vectors:
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Elm packages are available at elm-lang.org. If you are going to make HTTP requests, you may need elm/http and elm/json. You can get them set up in your project with the following commands: elm install elm/http and elm install elm/json. It adds these dependencies into your elm.json file, making these packages available in your project. Please refer guide.elm-lang.org for more information.
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